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In the developper dashboard, Analytics pages are definitly empty for weeks... Except of "Marketing Attribution" and "User Engagement" that gives an approximation of the sales with "Conversion". We have more than the first step of 100 sales for sure. Is this normal? There is always : "Disable Ads blockOculus Analytics might not work when your web browser is using an ad blocker. Turn off ad blocker and refresh your browser to view your analytics data." But I try with a lot of browsers and always this error...
Hello,Who can I reach out to to discuss an amazing idea that would change the world using Meta...
Dear Fellow unity Devs, I have encountered a rather special problem:First i have to say, Launching into play mode on Projects created earlier this year does work as expected.However in newly created Projects Play mode doesent launch into VR mode if connected Via Quest Link.I have Tried:Different Unity Versionsin unity XR plugin management installing Only openXR package, Only Oculus package and BothReinstalling Link software and M;eta quest Developer HubEnabling, disabling and reenabling Oculus runtime as Default and Rebooting my systemMaking sure the installed packages and settings match the Project that is correctly launching Playmode in VRCan you help me find the issue and fixing it?Thank you very much for your input!All the bestLee DXR
When doing a OVRSpatialAnchor.LoadUnboundAnchors from OVRSpace.StorageLocation.Cloud I get the following error:"xr_cloud_anchor_service: Failed to download spatial anchor with error: networking::GraphQLError: A server error field_exception occured. Check server logs for details." The LoadOptions are set like this:LoadOptions loadOptions = new LoadOptions();loadOptions.Uuids = uUids;loadOptions.MaxAnchorCount = 1;loadOptions.StorageLocation = OVRSpace.StorageLocation.Cloud;loadOptions.Timeout = 10f; Any suggestions about how to solve this?
from thai
Hi, I want to try how to write a VR APP with OpenXR SDK.I found Oculus had published OpenXR Mobile SDK:Actually, I don't know how to build hello_xr sample in OpenXR SDK for Android version.Does anyone know how to build this sample with Oculus OpenXR Mobile SDK?I appreciate your help.
I haven't been able to get a Transform Recognizer Active State to register as active. I have no issues with Shape Recognizer Active State. Are there any additional steps that are required in order to get a TransformRecognizerActiveState to work? I have also examined it with an Active State Debug Tree UI and it confirms that the shape recognizer is activating but not the transform recognizer. Here is my component setup: Can anyone see or guess what I might be doing wrong?
attempting to publish and get "pre-released features" erorr - so i go and look -I have removed all non-trimesh assets, i have even been able to publish one time, not change anything and now i'm getting the pre-released features error again. I'm so stuck I don't know where to go from here.
I'm confused by how to install the oculus platform SDK as shown in https://developer.oculus.com/downloads/package/oculus-platform-sdk/ I have downloaded the SDK, but I do not know where to put these files Is there a guide on how to set up the platform SDK?
I have tried controller driven hand poses in 2 different PCs and a laptop and in each device, controller driven hand poses show different results (OVR managers parameters are same)1) PC 1 - No visible controllers just hands2) PC 2 - Both controllers and hands3) Laptop - only controllers no handsHow can i solve this problem?
hi. how can i contact meta developers to propose them an idea to apply to the use of rayban story or other future smart glasses ?
I've been testing all possibilities lately with my new Quest 3, and it turns out using a dedicated router(Gl.iNet GL-MT3000) with Steam link gives me the best result so far( Inhaven't tried VD yet ) When I use the cable, I often hear crackling in the audio.. something that does not happen while using wireless.. Image is stable and about as good in both scenarios though! The only issue is the crackling audio while using the cable. What could explain that? I was assuming cable would win over anything ..
My engine crashes, and I keep getting this message every time I press play using the game mode base and VR pawn I set up following the Interaction SDK for Unreal Engine documentation. Yes, I am using the correct version (71.0.0) for the current UE version I am using for my project(5.4.4). I also enabled the MetaXR plugin and hand tracking in the project settings. I wonder why it's referencing that path in the crash log when there's nothing there, and all of my plugins are in the Unreal Marketplace folder.
Device: Meta Quest 2 / Meta Quest 3 OS Version: v76 We are using Android MediaProjection API for screen mirroring in our contents. problem 1.After starting MediaProjection for screen mirroring in a normal Android activity, the system spawned :[com.oculus.vrshell.FocusPlaceholderActivity] This does not happen every time. But when it does, the `FocusPlaceholderActivity` takes over the input system, causing the original activity to lose input focus. After that, hand tracking completely breaks. Captured Log in Runtime:05-14 17:14:42.990 3151 3151 I wm_on_create_called: [com.oculus.vrshell.FocusPlaceholderActivity, performCreate] 05-14 17:14:42.991 3151 3151 I wm_on_start_called: [com.oculus.vrshell.FocusPlaceholderActivity, handleStartActivity] Shortly after, hand tracking remapping fails:05-14 17:14:42.992 6519 6537 W MemoryBrokerClient: Hands: failed to remap HAND_TRACKER_RIGHT: getSharedMemoryFi
I'm trying to make a game that is built to my own environment, noone elses. I know there's things like Find Spawn Positions which can find areas to spawn game objects based on labels, but what if I want to place a gameobject in a specific part of my room that doesn't have a label associated with it?
I am trying to add to the batting tutorial and I am having issues spawning the ball above the players head. I have implemented a couple different ways but they dont work. They will compile but the collision detection doesnt work. I have recieved errors such as failed to call method 'start' as well as having the code work with error detection but break once the player moves. This is my current code: import * as hz from 'horizon/core';type State = { originalPosition: hz.Vec3}class BallScript extends hz.Component<typeofBallScript> { static propsDefinition = {}; originalPosition!: hz.Vec3; start() { // Listen for ball collisions with the ground. this.connectCodeBlockEvent(this.entity, hz.CodeBlockEvents.OnEntityCollision, (collidedWith: hz.Entity, collisionAt: hz.Vec3, normal: hz.Vec3, relativeVelocity: hz.Vec3, localColliderName:string, otherColliderName: string) => {  
Hello, can anyone confirm they got Insights working with UE5?I followed the instructions that got it working in 4.27 but it just doesn't want to connect in 5.0. Missing a profiler is quite bad. If anyone got it working can you please reply. A simple Yes/No would do, then at least i'll know its something with my setup. Please!
I have a project I've set up with the All in One sdk. However for some reason, adding the Hand Interaction building block to an otherwise empty scene leads to strange visuals on the hands - they are only visible in the left eye, and strangely distorted.Using the locomotion the gesterues for turning or teleportation (thumb on forefinger) don't work either.Doing the same in a clean project does work.I'm wondering if the behaviour above (especially the left eye for the hands) is known, and if there's something obvious (from that description) I've broken/done wrong in my existing project.
Spoiler (Highlight to read)Oculus LipsyncOculus LipsyncAfter using this plug-in, I feel that oculus lipsync's mouth animation has some shortcomings, especially its mouth and voice matching are not very accurate, lack of authenticity, and some stiffness.How do you think its mouth shape compares with other existing technologies and products in the world?If it is not good enough, what do you think is the reason for this gap?In the theory of this product, what limits it?Is it one of the reasons that it only maps audio to 15 standard mouth shapes?Is there any other reason?
Using Unity 6.0.41 and the latest v74 version of the Meta SDK, when I launch a Scene with some kind of a feature that needs synthetic room environments, the Simulator runs,but it is blocked and non-interactive, because the synth_env_server that runs with it just goes into a infinite loading loop. What I noticed is that the problem comes when synth_env_server_extra_rooms.app is started with "-batchmode" argument added, if I go and try to start it manually without the "-batchmode" argument it seems to start fine. Is there way to modify the default behaviour of the Xr Simulator in the Editor to start without -batchmode?
Using Custom Matchmaking my Network Avatars aren't appearing. I have been asking for help for this for the last two months with no response. My application depends on this. Auto Matchmaking won't work because I have several scenes that players will be leaving and entering which causes a glitch this is why I need automatchmaking. Can anybody help?
Hi was wondering if anyone else is having this issue - after most recent update.I am trying to add a new script to the world, go to scripts tab, click the + sign, add title of script, it just stays saying adding script to the world and never finishes. I can open up VS Code and it shows the name of the script I was trying to add, blank page, ready to add typescript. I tried to add the script that had been generated by Llama, pressed save, but it's not showing up in the script list. Before the page would come up with some start code already placed. I could paste script from Llama, save and use it within the world.I can't even see the title of the script file in the properties box where you click 'attach script' and the list of available scripts appears, no mention of the new script, even though I can save the named script from VS Code. It was working fine before today's update. I can't add new scripts to the world until I can figure out why! This is a world I
I'm getting this at the top of the developer dashboard in Monetization for my app IAPs/add-ons. It says that I have entitlements that aren't being consumed. Is there a way to actually see what entitlements exist that haven't been consumed? Since this would clearly mean a bug in the game or our backend.I did a database scan through all of our users, and did find 6 entitlements that weren't consumed, but the script took hours to run (ping Meta API for every single user, most of whom will be negative) and won't work as we continue to gain users.
Subject: User Insights on Llama 4 and Future AI DevelopmentDear Llama 4 Team,As an engaged user, I've been following the advancements with Llama 4 with great interest. Our recent conversations have highlighted several key areas where user input, like mine, can be valuable in shaping the future of Meta AI: * User Needs and Expectations: My inquiries emphasize the importance of developing AI applications that are not only technologically advanced (multimodal capabilities, larger context window) but also directly address user needs, such as improved functionality for user-created AIs and enhanced user experiences. * Focus on User-Centric Development: My questions about the "fix" for sharing user-created AIs and the implications of Llama 4 for end-users underscore the necessity of prioritizing user experience and accessibility in your development efforts. * Highlighting Potential Areas for Innovation: My interest in features like seamless sharing of user-created AIs and the
Dear Meta Ai I recently noticed about Meta Ai but the Llama 4 seems like is not working with the conversational flow it just keeps giving me short answers like I keep asking and asking again but its not the same as it used to be they keep giving me short responses can you change that I do not like the responses that short and also giving me a list format can you change that it is causing me confusion with a longer response and I do not want to keep asking and asking
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